package com.bid;

import org.anddev.andengine.extension.physics.box2d.PhysicsFactory;

import com.badlogic.gdx.physics.box2d.FixtureDef;

public class CONST {
	public final static float PTM = org.anddev.andengine.extension.physics.box2d.util.constants.PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT;
	
	public final static float MAX_ZOOM = 1.3f;
	public final static float MIN_ZOOM = 0.9f;
	
	public final static int GROUND_HEIGHT = 30;
	
	/*Level Tags */
	public final static int DYNAMIC_BOX = 1;
	public final static int DYNAMIC_CIRCLE = 2;
	public final static int DYNAMIC_TRIANGLE = 3;
	public final static int FIXED_BOX = 4;
	public final static int FIXED_CIRCLE = 5;
	public final static int FIXED_TRIANGLE = 6;
	
	public static final String LEVEL_TAG_ENTITY_NUMBER = "number";
	public static final String TAG_ENTITY = "entity";
	public static final String TAG_ENTITY_ATTRIBUTE_X = "x";
	public static final String TAG_ENTITY_ATTRIBUTE_Y = "y";
	public static final String TAG_ENTITY_ATTRIBUTE_WIDTH = "width";
	public static final String TAG_ENTITY_ATTRIBUTE_HEIGHT = "height";
	public static final String TAG_ENTITY_ATTRIBUTE_TYPE = "type";
	public static final String TAG_ENTITY_ATTRIBUTE_CODE = "code";
	public static final String TAG_ENTITY_ATTRIBUTE_ROTATION_ANGLE = "rotation";
	
	/*Object Fixtures */
	public final static FixtureDef FIXTURE_NORMAL = PhysicsFactory.createFixtureDef(1f, 0.5f, 0.5f);
	public final static FixtureDef FIXTURE_WALL = PhysicsFactory.createFixtureDef(0, 0.5f, 0.5f);
	public final static FixtureDef FIXTURE_BOUNCY = PhysicsFactory.createFixtureDef(1f, 20f, 0.5f);
}
